[V9990] Q&A Official Thread

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Van Trebmint2

Master (242)

afbeelding van Trebmint2

17-03-2019, 20:56

Hey I just thought I'd add a link to a video I just uploaded of work in progress on the v9990 game engine thats being built into Quig/Symbos. For those of you who don't know Quigs is an IDE/Compiler which has been used to develop many apps (By Edo) for Symbos. However now is the time to use the power of symbos for g9k games.

Currently I'm half way through my v9990 Mode P1 level mapping editor, so its going to get a lot nicer than you see in the video hopefully. Eventually will be fully integrated into the compiler/game engine. Sorry for the poor quality, but any questions of suggestions let me know.

https://www.youtube.com/watch?v=Tilc4AEgOew

Van edoz

Prophet (2400)

afbeelding van edoz

18-03-2019, 20:41

Wow.. What a cool movie! I can't wait!

Van Metalion

Paragon (1451)

afbeelding van Metalion

10-01-2020, 20:36

Maybe a dumb question but there you go ... I assume that pixels with color 0 in P1 are "transparent" and that we see P2 through them, correct ?

Van Juan Luis

Master (138)

afbeelding van Juan Luis

10-01-2020, 21:47

assembler wrote:

V9990 is quick enough to make some copys, but maybe you can make animation using the "usable sprites". You only need to change the pattern number in the Sprite Attribute Table.

Assembler, when you execute LMMM command in P1 mode.
- Is it needed to add delays?
- Is it sufficient quering waiting for Command Ended signal?
- Have you tried commands like BMXL to copy patterns stored in linear format in order to get them flipped in X axis or Y axis?

We are trying BMXL command in P1 mode, but we get dirty pixels.

Have you experienced similar things during command executions on P1 mode?

See topic:
https://www.msx.org/forum/msx-talk/development/v9990-write-mask?page=1

Van Metalion

Paragon (1451)

afbeelding van Metalion

11-01-2020, 09:34

Metalion wrote:

Maybe a dumb question but there you go ... I assume that pixels with color 0 in P1 are "transparent" and that we see P2 through them, correct ?

Of course what I meant was : in P1 mode, I assume that pixels with color 0 in layer A are "transparent" and that we see layer B through them, correct ?

Van GhostwriterP

Hero (629)

afbeelding van GhostwriterP

11-01-2020, 15:16

Yes, pixels with (index) 0 are transparent the same as for the sprites.

Van tvalenca

Paladin (747)

afbeelding van tvalenca

31-08-2020, 15:25

Metalion wrote:
Metalion wrote:

Maybe a dumb question but there you go ... I assume that pixels with color 0 in P1 are "transparent" and that we see P2 through them, correct ?

Of course what I meant was : in P1 mode, I assume that pixels with color 0 in layer A are "transparent" and that we see layer B through them, correct ?

Not quite: on V9990, color 0 isn't automatically transparent; you'll need to set one of the colors transparent bit, which resides on bit 7 of red color value of any color number on any pallete. If you're using GBASIC, you can set RED component value of any color to 128 and that color will be transparent.
Now, P1 layer A could be over layer B, but it could be the other way around. This can be configured on V9990 register R#27.

Pagina 19/19
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